Long-Range Sensor Platform: Request automatic LRSP placement on all maps once tier 2 station constructed, for all factions.
why? of course, it would be logical for bigger stations to have LRS, IMO gameplay-wise it's kinda unnecessary and would render things like the probe droids obsolete. I always thought of it as a subsidiary for rebel spy networks and sympathizers and the need for caution the alliance surely had to apply to not be crushed by the superior imperial navy. I would only concur to do this on planets that were kinda famous for relying on intel, like Bothawui. Don't get me wrong, I get where you're coming from, but I think it would take away from the already lacking element of surprise EAW has and simply end up being boring.
Gravity Well Generator Platform: Request automatic placement of GWGP at all capital production worlds, if controlled by appropriate factions.
Same as above - though I always miss my beloved Interdictors when playing NR, I don't think it would be a good addition balancing-wise.
Pentastar Escort Carrier: Weapons utterly useless. Request remodel to anti-fighter role.
Agreed, the model is just too nice to be put aside ;>. I also hate clicking on IPV's, they're just so damn small, hehe. Also goes for the Munificent and with limits to the Acclamator, a little bit more resistance would be nice so they wouldn't go up in flames after a single barrage, but not too powerful since they are simply outdated and no match to modern starships. One could only argue that the PA refitted them a bit.
Quasar fire: centralise twin engine harpoints into one. More for the length of time it keeps a huge fleet busy than anything else- they won't retarget once enough shots are in the air, thus the number of harpoints is the biggest determining factor in how long a ship survives once enough crap is firing at them. Reduction of all redundant hardpoints for this reason, with exceptions for Praetor or larger sized vessels whose shields and engines are fine to have up to four hardpoints.
Never noticed that, but yeah, that should be done. Imagine having to shot every single engine on an MC or ISD xD.
Nebulon-B: remove fighters. Buff armour and laser cannons.
Maybe just lower the cost and make them part of the garrison, perhaps with a little bit of improved firepower - overall they were never meant to withstand a full-blown attack and are very fragile. But as it is, I get where you're coming from, they become way too obsolete too quick for such an iconic ship.
Gotta say, the Empire of the Hand ships are basically perfect. I've almost nothing to say other they lack dedicated laser-cannon-only anti-fighter support (last time I played them). Which I suppose they don't need, but I definitely want. I hate wasting time building those bastardised half'n'half ships, particularly with corvettes- I want anti-fighter corvettes, and no other variety, as the others are useless from a gameplay perspective. I know the escort carriers are pretty- but they aren't very useful.
Only thing I'd like to see is the implementation of more Imperial ships, at least in the early era's ;>, would kinda resemble where they're coming from.
All basic infantry: I would say a cost increase, but either way it won't matter. I'd like to see a reduction in their anti-air effectiveness; aircraft should wreck non-rocket infantry units. Reduce fire rate. Sharply reduce animation times for raising weapons and turning to reduce order lag on units (I can raise my (disabled) arm to fire a lot quicker than these trained rebels seem to be able to!)
Yeah, kinda weird to see troopers taking down aircraft that easily.
Pirate Skiff: effectively useless. Less cost might help, but the company just isn't very useful no matter the cost. Unsure what to do with it.
Same as the Chariot
.
Megamaser Tank: secondary weapon, please!
I don't know, I always felt they were meant to be escorted, giving them a secondary weapon could render them easily OP.
SPMA-T/AT-AT/AT-AA
I second them being buffed, maybe with a slight increase in price.
Stormtroopers: More of them. Just more per unit. Don't even worry about raising their price- it won't matter anyway, and they're meant to be mass-produced for economical spamming. These should unequivocally be the largest infantry company.
I would argue the other way, they should easily overcome standard rebel infantry, contrary to their overall depiction they are elite troops after all (yeah, I know, storm trooper jokes incoming ;>).
All turrets except AA: more range. They can't chase down the enemy so they should have equal range to the maximum-ranged units, excluding artillery. I would accept a cost increase in exchange, but remember how much cheaper an anti-tank gun is compared to a tank- they should remain obnoxiously cheap.
I don't know, I don't think they were ever intended to successfully stop an invading force on their own or replace a garrison, merely serve as support by slowing the invaders down... but the FX of that special rebel turret surely need to be toned down, way too much dakka for such a measly output :x.
LAAT: increase beam cannon anti-infantry damage.
Airspeeder: Increase armour slightly. Increase speed slightly to facilitate more misses against them (making them an interceptor in comparison to the LAATs aerial artillery role) Reduce anti-vehicle damage, they don't need it. Increase anti-infantry damage, a lot- they kinda need it and it looks a hell of a lot more realistic when they do a pass if you do.
Either one or another, not both... buffing everything's anti-infantry capabilities otherwise would make bringing or including infantry unnecessary.
Civilian buildings: increase armour. Add dedicated civilian turrets to certain areas (these fire on any non NR units and are located covering the chokepoints into city areas) this would further add flavour to certain worlds and again reinforce that the NR are the outgunned good guys. You could even throw in a little bit of sporadic civilian traffic in some places (use existing assets for ship that are known to be used by civilians) to add some flavour to space fights. They don't need to do any more than valiantly die against the star destroyers' gun while shouting about it being unfair and they'd add a lot to the game. Make it feel lived-in and real, y'know? Big ask for this point of the game even using existing models, but could be very very cool and done comparatively quickly. An even rarer criminal ship appearing in the middle of nowhere would also be very cool- it'd probably just start a countdown and hyperspace out if it can, or die to any non-criminal ship that crosses it's path, again while complaining about it audibly.
I don't know about buffing civilians either, they're civilians after all - also not meant to withstand a trained army.
Sensor nodes: Some of these should be placed for free in strategic locations (without going on a buildpad, so they're irreplaceable in any given battle) to simulate proper military preparedness.
Same as with the LRSP, but I would think adding a build pad in the middle of every map or increasing the range of the sensor nodes could help avoiding these obnoxious cat and mouse games with the AI.
On the topic of power-to-shields: Why in the name of the great old ones did you remove autocast abilities from (as far as I can tell) all non-hero units!? Please undo! If you want to force set them to disabled at first, fine; but don't remove my ability to flick it back on for God's sake! I'm not watching EVERY ship for shield damage; it's drudgery and takes my attention from where I want it to be. I can't see any reason for this backwards step. Rule of accessibility options: more is always better. Makes bad sense for exactly one type of ability- offensive ones- and even then I don't see that as an adequate reason for removing the very option to turn the autocast back on. Bad.
Dunno how the AI works in EAW in detail, but making some abilities autocast could help the AI utilizing them more often, I sometimes encounter them not using some abilities at all, or so I think at least.
New Republic should have some kind of buildable interdictor by era 3-4. Make it subpar if need be; or even better give them only planetary gravity well generators, but they need gravity-wells for trapping over-eager Ysannes and Zsinjs.
Dunno if that really resembles the nature of the NR, I think one or two (hero) interdictors suffice.
Can't say much about the other things since I either agree with you or have no strong opinion on them at all, besides simply having overread some things :>.